F_LogisticLimit This value increases the number of ships that you can have in an orbital fleet. The code that uses this looks for specific improvements, so adding this to additional improvements would have no affect. -from Cari's modding guide So, is it possible to mod in a second building upon colony creation? As adding it to other improvements, or to a tech doesnt seem to work. Or, is it possible to have a tech that places a building upon each planet upon compl
Valakov
hopefully after the various tweaking patches, they will add super abilities to the mod-able options
Thanks for the idea Tetra, unfortunately didnt work. for now im just going to mess with the AI values of the fleet manager/planetary defenses tech. dont suppose there is a way to make a planetary improvement show up upon colonization, like the innital colony?
searched a bit, cant seem to find it. is there a way to mod the max - 500bc negitive economy and the late game maximum? (seems to plateau at around 20kbc) more interested in the latter, as it seems the UI doesnt like going broke, if even for just a few weeks, when upgrading ships therefore if it had a better income cap, it might.
Morning folks (well, here it is) is there a way to add a tech that would give All planets orbital logistics? only thing i can find is F-logistics, which seems tied to specific building improvements (fleet manager etc)
1) would love to see all planets use logistics when ships are in orbit, and have the orbital fleet manager perhaps give a minor attack/defence/hp bonus. The reasons are multifold - a) alot of times the AI will stack multiple ships on a planet that could do damage to the players fleet IF they were also in a fleet, otherwise they just become exp farms. b) from a .. er .. realism standpoint, ships with multiple parsec sensors would probably work together anyhow when thier planet is under assult. an
its in one of the xml files - but at this time the hard code takes precedent. even switching it to "on" does nothing unfortunately... couple months back i was trying to do the same without any luck. However i havent tried since the DA launch, it does seem like the minors are at least a bit more active now.. can search for my posts as i cant remember off hand which file it is to mod.
Just had the event as well in my current game. the 'Lords were kind enough to colonize a solar system exactly 1 parsec away from where i had my transport fleet parked. did kind of get a vicereal thrill in squelching them in the same turn as they appeared- but yes it seems odd they had no fleet. event should read more like " we are the dread lords, we have come to take a peek at this system, please dont kill us" as a side note, other "appearing" minor rac
link to an old post, on why the minors dont colonize https://forums.galciv2.com/?forumid=348&aid=120167 havent picked up the xpac yet (mtw2 atm) but here's hoping they make the minors a bit more robust this time around.
Any chance we will see the re-enableing of Minor race's colonizing, if even as lines in the scenerio's? or allowing them to have thier own "ship range" in the not so distant future?
If you want instant answers, the forum is generally not the place to look. irc.stardock.com #galciv is where the devs can normally be found. patience is a virtue. and just by the way things are set up currently, i dont believe with out a lot of rework in the hardcode, much can be done for the minor's anyhow.
everytime i give a minor race a colony ship they can't use it fast enough if there are planets still left hey, my old post lives! and no, at this time, giving the colony ship to a minor will do nothing. see above for the various reasons.
a while back, i spent alot of time working on the minor races - unfortunately what i found was that.. 1) the minor invade and minor colonize switches (0,1)in the scenerio xml were disabled, and do nothing. This is perhaps because of the hard coded changes made during beta to the minors. 2) The minor races are currently further inhibited by the fact they have no ship range in and of themselves, they acctually use a major races homeworld as thier range of operation. To see this f
Is there a chance the minor races will be re-enabled to colonize/invade (scenerio options that currently dont do anything), or lose thier "tied range" to major races in future builds? (tied range = they acctually use major races range from homeword instead of thier own, snathi for example use the drath's ship range)
For gigantic maps, a total of 20 + the player would make for a much more epic feel. the minor's are nice, but ufortuantely are currently bound by too many restrictions to fill the gap.
Nice to hear about the ai changes! Is there any possibility you can look into the minor's AI as well? most importantly, thier seemingly "tied ship range" with a corresponding Major race? Re-enabling (through scenerio option, currently does nothing) thier option to colonize would also be awesome imo, more opponants to deal with, especially of the wild card variety, are always a good thing. Gennerally i run gigantic galaxy games, with common stars/planets - haveing that gala
been gone for a few weeks, figured id take a look to see if thier is anything new on this, or new ideas to fix the problems.
If you havent noticed, as of a few weeks ago, the minor's are still bugged in that each minor race is tied to a major race's ship range(see my other posts), ie, the snathi acctually use the drath's range for how far thier own ships can travel. I have attempted a few times to give the minors a bit more oomph,but until this is fixed, not much can be done and they just turn into fodder for the player/other races. what i would love to see, is allowing the minor's to colonize and have them
Tried to set up planets in custom planet xml for them, but didnt work =/
yes, gifting the minor races planets does help - however if the corresponding Major race that they seem to be attached to for thier ship range is killed, (see above) they are still fubar. wonder if writing in planets for them in the custom planet xml would fix? hrm.
as of the new build, Minor races are still using the major races range as opposed to thier own.
anyone know what changing the interest rate value does?
See the post i made in Modding - im still on the quest to have the minor's be more of a factor in the universe. Currently it seems thier "range" is based not off thier own home planets, but each is tied to a "major" races home world/ - thusly creating scenarios where they cannot move thier ships at all (if thier coresponding major race is not in the game) or where said movement is only to move to that area for which the coresponding major race occupies. to duplicate this,<b
hrm, saw a recent post by a dev about letting the player choose the ai "type" (military agressive, dipomatist etc) .. here is hoping they see this poor forgotten post! - still dreaming of a giant uiniverse with not just the core ten, but indeed scads of races competing for dominance.
yes, please. just as a side note, the ability to let minor's colonize again, and more control over how often the UP votes/random events happen would also be nice.